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Dungeon: Difference between revisions

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''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' (the sequel to ''The Wind Waker'') and ''[[The Legend of Zelda:Spirit Tracks|Spirit Tracks]]'' once again use cel-shading and similar puzzle elements. A new addition to the series with this games is the almost-exclusive use of the [[wikipedia:Stylus|stylus]]. The stylus is used for movement, swordplay, using items and picking up objects. For instance, the player can use the stylus to control the movement of Link's [[Boomerang]], to plot his path through dungeons, and highlight dungeon items and chests. The map and compass are absent in both games, as now the availability of two screens provides the properties and benefits that were formerly reserved for those items. The Boss Keys must now be carried by Link manually, who must keep an eye for the obstacles and enemies that seek to impede him from reaching his destination (the Boss's lair entrance). Thus the keys are generally found in the same area as the Boss Door itself.
''[[The Legend of Zelda: Phantom Hourglass|Phantom Hourglass]]'' (the sequel to ''The Wind Waker'') and ''[[The Legend of Zelda:Spirit Tracks|Spirit Tracks]]'' once again use cel-shading and similar puzzle elements. A new addition to the series with this games is the almost-exclusive use of the [[wikipedia:Stylus|stylus]]. The stylus is used for movement, swordplay, using items and picking up objects. For instance, the player can use the stylus to control the movement of Link's [[Boomerang]], to plot his path through dungeons, and highlight dungeon items and chests. The map and compass are absent in both games, as now the availability of two screens provides the properties and benefits that were formerly reserved for those items. The Boss Keys must now be carried by Link manually, who must keep an eye for the obstacles and enemies that seek to impede him from reaching his destination (the Boss's lair entrance). Thus the keys are generally found in the same area as the Boss Door itself.
   
   
''Phantom Hourglass'' and ''Spirit Tracks'' also contain a "master dungeon" ([[Temple of the Ocean King]] and [[Tower of Spirits]]). These master dungeons are rather large, and Link must visit them between regular dungeons to acquire [[Sea Chart]]s and [[Rail Map]]s, respectively, which guide him to previously unexplored areas. Both dungeons themselves contain [[Phantom]]s, which are enemies that will seek to impede Link's progression through his quest. The Temple of the Ocean King is filled with fog, which limits the amount of time that Link can spend in the dungeon to the amount of sand remaining in the titular [[Phantom Hourglass (Item)|Phantom Hourglass]]. Link cannot defeat the Phantoms until he acquires the [[Phantom Sword]] in ''Phantom Hourglass''. The time limit (only in this temple) and the Phantoms are nullified by the various "safe zones" throughout the dungeon. In ''Spirit Tracks'', Link has to collect three [[Tears of Light#Spirit Tracks|Tears of Light]] so that Princess Zelda is able possess the suits of armor of a Phantom (though the [[Lokomo Sword]] later makes this step unnecessary), and help his partner through the floors of the tower. The Safe Zones now simply hide Link from the Phantoms' sight.
''Phantom Hourglass'' and ''Spirit Tracks'' also contain a "master dungeon" ([[Temple of the Ocean King]] and [[Tower of Spirits]]). These master dungeons are rather large, and Link must visit them between regular dungeons to acquire [[Sea Chart]]s and [[Rail Map]]s, respectively, which guide him to previously unexplored areas. Both dungeons themselves contain [[Phantom]]s, which are enemies that will seek to impede Link's progression through his quest. The Temple of the Ocean King is filled with fog, which limits the amount of time that Link can spend in the dungeon to the amount of sand remaining in the titular [[Phantom Hourglass (Item)|Phantom Hourglass]]. Link cannot defeat the Phantoms until he acquires the [[Phantom Sword]] in ''Phantom Hourglass''. The time limit (only in this temple) and the Phantoms are nullified by the various "safe zones" throughout the dungeon. In ''Spirit Tracks'', Link has to collect three [[Tears of Light#Spirit Tracks|Tears of Light]] so that Princess Zelda is able to possess the suits of armor of a Phantom (though the [[Lokomo Sword]] later makes this step unnecessary), and help his partner through the floors of the tower. The Safe Zones now simply hide Link from the Phantoms' sight.


[[File:Ancient_Cistern.jpg|thumb|left|An overview of the main room of the [[Ancient Cistern]] in ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]''.]]
[[File:Ancient_Cistern.jpg|thumb|left|An overview of the main room of the [[Ancient Cistern]] in ''[[The Legend of Zelda: Skyward Sword|Skyward Sword]]''.]]